Bootstrutter's Guide to the Commonlands

The Commonlands: The Commonlands is a vast arid land, but was not always so. This land that was once lush and vibrant has been ravaged by what some scholars say was long lingering death throe of the curse of Solusek Ro that long ago destroyed the Elddar Forest. The land is now ungracious to Freeportians and traveler alike. What little spots of hospitality that exist amidst the badlands and ruins are often contended for by beast, bandit and orc.

Turmoil Cemetery: Just beyond the ruins gate of Freeport rests the remnants of one of Freeport's former cemeteries for nobility. Long ago in the Age of Turmoil the dead littered the streets of Freeport as the population rose to great heights. It was made law that the dead shall either be burned in Lament Furnaces or dropped into the Ocean of Tears. Only the well to do of Freeport were allowed to bury their dead within a cemetery, Turmoil Cemetery. After the Age of War the cemetery was abandoned, most likely due to the deaths of many nobles during the wars.

The Lonely Tower: The Lonely Tower is nothing but the ruins of a once mighty tower of the Knights of Marr, the original defenders of Freeport. It rests beyond the walls of Freeport and to the south near the great falls, the Wall of Quisalis. This tower is far from militia watch is known to be a gathering point for illicit activities, the bandits never appreciating the grand engineering of the Knights of Marr that has stood longer than the walls of Freeport.

Dog Pond: Dog Pond is a new feature of the region. Located just beyond the graveyard gate of Freeport, this small watering hole is a favorite of the lupine carnivores of the Commonlands. The depression was formed from a bolt from Luclin that impacted in a violent thunder. The matter that fell from the sky to create this watering hole has created a very pungent aftertaste only the very thirsty can swallow. So far no ill effects have been recorded by those that drank from the water, but the Academy of Arcane Science is keeping a close watch on these subjects.

Barrage Meadow: Barrage Meadow is a small tract of land just beyond the walls of Freeport where orc trebuchets once were drawn by war elephants. These trebuchets helped place the city of Freeport under siege for weeks during the Age of War. The meadow has what is left of the once sturdy siege engines. The grass grows green here and is said to be caused by the orc blood that spilt in a violent torrent as the forces of the Overlord finally broke the orc siege at the Battle of Defiance.

Valor's End: Valor's End is the resting place of four 'Cavalier' statues. These were some of the first statues ever commissioned to the legendary artist, C.M. Brushwuttle. It is said that only one of these statues actually existed here while the others were dragged with great effort and secrecy to this location. Why? Speculation has arisen that this may be the exact location of the former Temple of Marr, razed by the destructive wrath of the Overlord over 100 quatrains ago. Valor's End must surely be a sanctum to the righteous.

Crossroads: Crossroads is the point where the two of the major roadways came to meet. In times past it has been an agricultural community and guard post. The Rallosian forces razed all structures here during the Age of War. Since then the Overlord has commanded the clearing of Crossroads for use by travelers who cannot afford the traveler's tax in Freeport, but can pay for the guardian tax required here where the Freeport Militia maintains a guard post. I have heard rumors that this may one day be the location of a towering keep of great girth, built for mysterious purpose.

The Wailing Caves: The Wailing Caves is legend around the Republic of Freeport. It's history dates back to the Age of Turmoil when an orc raiding unit used it as a secret bunker to spy upon Freeport and feed upon the merchant traffic of the nearby roadways. The Freeport Militia discovered this bunker and descended into it's bowels to capture every orc raider. They then slaughtered them in a slow and merciless fashion. It is this event that leaves these tunnels haunted to this day. The Wailing Caves have since been adorned with an evil sculpture at its entrance to signify the great evil that swallows up any who dare enter the maw.

Lucan's Mount: This is one of the only instances that the use of the Overlord's name is permitted. Lucan's Mount is a large kopje emerging from a pond. It was at the top of this outcropping that many record the Overlord defeating the Avatar of War. The state neither confirms nor denies this, but did commission the Coalition of Tradesfolke to sculpt a replica of the valorous 'Cavalier' statues to be placed at the foot of the path leading to the plateau of Lucan's Mount. If anything, I have found this plateau to be a magnificent viewpoint and I might attest to the romantic qualities found here on a clear Norrathian night.

The Wall of Taros: The Wall of Taros is one of the most ancient monuments that can be found in the Commonlands. Built ages ago in the Age of Enlightenment by the Order of Marr's Fist the wall once proudly ran the entirety of the midsection of the region, defending against the hostile eastern borderland. It was built to assist the knights in either defending the land or as I theorize, lay claim to this territory. It was named after the High Lord William Taros and stood proudly until the end of the age when the Order of Marr's Fist vanished from existence. Ruins of the great wall can be found just west of Lucan's Mount.

Enlightenment Cemetery: Enlightenment Cemetery is the oldest known cemetery of the region and dates back to the Age of Enlightenment, hence the name. The cemetery was constructed by residents of the Commonlands rather than the Republic of Freeport, which was in it's infancy at the time. The bulk of the dead were victims of a great plague recorded in the age. Some rumor that the cause of the great plague was related to the immergence of Innoruuk disciples within Freeport.

The Ruins of Valmarr: The Ruins of Valmarr are all that is left of Castle Valmarr, built during the Age of Enlightenment to house the various orders of Erollisi and Mithaniel Marr disciples. From this castle sprang the Church of the Marr Twins, The Order of Marr's Fist and others. Much of the ruins has been stripped for it's resources, but you can still see the shape of the once mighty nest of valor. A new addition has been the 'Cavalier' statue that has been dragged here by knights no doubt who consider this to be a most sacred place bordering the dark city of Freeport.

The Ring of Nature: The Ring of Nature is a sight I have seen in many of my journeys. They are a grand sight that speak of the druid nations of the past. Great stone monoliths set in a circle in ages long forgotten eight of which carrying the runes of nature. What is most puzzling is that these rings were meant to rest within the greater forests of Norrath, those that sprang from the roots of Tunarbos. Was there once a great forest here or did the ancient Elddar Forest stretch farther north than recorded?

The Tower of Zarvonn: The Towerof Zarvonn was constructed near the latter half of the Age of Turmoil and was a mage sanctum built for the then Foci of the Arcane Scientists, Professor Romiak Jusathorn. Records told of two of these towers being built, but no fortune hunter, trotter or explorer has ever been able to locate the second. If the Arcane Scientists know of it's whereabouts, they are not talking. For now the dilapidated tower has become a haven for mad mages and the evil they spawn.

The Captain's Deck: What could I call it? There I was, attached to a Militia detachment sent to explore the winding paths found in the Razzorock Ridge when we found the deck of a ship in perched atop stone far from any shoreline. How it came to be I do not know, but the militia seemed to be scouring about it in search of clues.

The Black Gates: During my expedition with the Freeport Militia I found myself lost and during my navigational troubles I encountered what I call the Black Gates. A trail ended at a wall of black brick and gold trimmed gates, clearly taken from Teir'Dal designs. I could find no way of opening them, but yet, they seemed to be recently added. I visited them many times before I published their existence within this guide. I leave it to you the reader to discover a way to breach the gates and discover what mysteries lie beyond.

Source: Ingame book